#include "vertex_types.fxh"
#include "Samplers.fxh"
#include "globals.fxh"

float4 RenderDeferredLightAmbientPS(float2 UV: TEXCOORD0) : COLOR
{
	//return float4(1.0, 0.0, 0.0, 1.0);
	return tex2D(S0LinearSampler, UV);
}

technique tecRenderDeferredLightAmbient
{
	pass p0
	{
		AlphaBlendEnable = false;
		VertexShader = null;
		PixelShader = compile ps_3_0 RenderDeferredLightAmbientPS();
	}
}